Time/Fire Build!!!
No Fireball ?
Mixed Vectored and Typed Defense ?
No hold proc in the hold field ?
You may want to look at PB or PBU to work in tandem with Farsight, freeing up a considerable number of sets to be used for offense or recharge instead of defense.
I am currently playing fire/time corr. So while not def, will pass on a few things i have noticed and add too Linea_Alba's points,
Fire and time make an awesome combo for AoE. missing fireball seems odd.
The hold proc in DF is great and really noticeable. The amount of mobs you will hold between the hold proc and the power's own hold proc is great.
With PBU or PB you can easily softcap to all def positions. this will make you much tougher (I currently happily melt +2x8 and still have 2 purple sets yet to collect to finish my build)
Anything with time become very clicky. Every 60s ish I have to PBU, FS, CS. add on clarion and hasten when they are up. RoF and DF are up every 15s so those get put down to. It is a very active playstyle and why I love it. No sitting back. I giggle manically as things melt under my burny-ness
Here is Rift Star's build. Maybe will give you some ideas.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Rift Star: Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(15)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(39)
Level 8: Rain of Fire -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(9), Ragnrk-Dmg/EndRdx(11), Ragnrk-Knock%(25)
Level 10: Temporal Selection -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- EndRdx-I(A), Clrty-Stlth(27)
Level 16: Distortion Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(36), Lock-%Hold(45)
Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), EndRdx-I(27)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(42)
Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
Level 30: Hover -- LkGmblr-Rchg+(A), DefBuff-I(31), Zephyr-Travel(42), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(43)
Level 35: Slowed Response -- Acc-I(A), Acc-I(36), Achilles-DefDeb(40), Achilles-DefDeb/Rchg(42), Achilles-ResDeb%(46)
Level 38: Chrono Shift -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(39), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Rchg(40)
Level 41: Power Build Up -- RechRdx-I(A)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
Level 47: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 49: Aim -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Scourge
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23)
Level 4: Ninja Run
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Thank you both for your rsponses, Linea_Alba and Swifty_NA. Linea you are right about Fire Ball, I was playing with Mids over & over trying to configure a nice, workable build and some how I have skipped it. I do remember why it was skipped but somehow forgot that it is an AoE attack. On Mids, it shows very little damage output but I will reowrk it into my new build soon. It will be posted for more critique as well.
Swift, you have an awesome build, it really looks promising. Thank you for sharing it. Looks like plenty of good ideas I can copy & tweak that may even spark a few more ideas.
I will rework my build again and manage where I can slot those procs within it, especially "Hold" procs on the toggles. Thanks again!
Time is not at my dispense right now to tweak a master build but I will very soon, Maybe tomorrow night afterwork. It will be psoted at completetion of it but it still may be a reworkable build as always, LOL.
This combo is a very interesting combo although, Time Manipulation is not for the lazy player. I am still learning it's curve for I know there is something to it that I have NOT quite grasp yet, its there but haven't completely firgured it out yet although it is not a complicated primary.
Now lets look at Power Mastery's (Power Build-Up) PBU, and Soul Mastery's PB (Power Boost) PBU takes 240 secs to recharge and PB takes only 120 secs to recharge but they both boosts up the secondary powers and Time Manipulation's "Farsight" fairly equal but PBU also beefs up Damage and Accuracy for a brief period and PB does not. So the question is, which one is much worthy or is the best to have for this Defender's combo?
Also, the secondary powers that are boosted by these two mastery/epic pools last for how long of a duration per activation?
Thanks in advance
Those that were brand-new to the old-zone had no idea of the slaughter that awaited them. Those that dwelled within it awaited them. Those who lived within it achieved victories upon losses. Those that were tougher than most taunted for the weak. Those who attacked from a distance were witted to keep afar. Those who desired to win enhanced the necessary. Teamed diversity earned respect. Those that cried ... begged for change (I-13).
PB/PBU boost click powers for the duration of the click power. for Far Sight, that's 120 seconds.
They boost toggle powers for the duration of PB/PBU, that's 10 to 15 seconds.
That in turn means you have to do a little math to know of if you're soft-capped or not in mids.
This is what I'm currently looking at for an affordable build. Affordable to me means minimal purples and No PvPIOs. I'll only purple or PvPIO a very small number of builds.
There's also a soul version in my archives in my sig.
32.7 is mids-cap if PBU is used to enhance Far Sight. That's how I do the math (45 - PBUFS + FS) equals what I want mids to read when FS is on in mids, but pub isn't on in mids. That gives the correct defense for all the other non-click defense powers, and there are more of them. Ignore the paragraph if it's confusing.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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I have a level 38 fire/time def I have been working on. I really like it. I run three leadership toggles as i found I had too many clicky powers without them. I think this toon will be a beast after 50 once iod out.
triumph
32.7 is mids-cap if PBU is used to enhance Far Sight. That's how I do the math (45 - PBUFS + FS) equals what I want mids to read when FS is on in mids, but pub isn't on in mids. That gives the correct defense for all the other non-click defense powers, and there are more of them. Ignore the paragraph if it's confusing.
|
The way I work it out is find out how much defense you're getting from slotted and PBed Farsight (slot Farsight, turn PB on, check the defense value in the power info) then subtract that from 45.
Whatever number you get is how much defense your other stuff needs to give you without PB turned on.
So if PBed Farsight gives you 22% defense, you need 23% defense to all from your toggles/bonuses without PB active to be softcapped. Defender PBed Farsight is about 32% defense, so you only need about 13% defense.
The Melee Teaming Guide for Melee Mans
I'm guessing Linea toggles Farsight on in Mids. 45% - 32.7% = 12.3%, which is the boost PB will give to defender Farsight out of the box.
On a completely unrelated note, I wish I didn't open this thread. I finally rolled a fire/time corr (earlier on, when I complained about mobs running away, I overlooked the massive slows time is capable of if enhanced, ~-180% should be enough to accomodate my hatred of scattering mobs even against +4s, once levelshifted), but now that defenders will be getting fire blast, the power rather than the powerset, fixed, the defender option is appealing. Softcapping to all positions as soon as level 30 while exemplaring and incarnate softcapping at level 50 should be ridiculously easy, and the higher res on the epic shield is always nice.
On the other hand, Blaze only comes at level 28, and of course the defender deals a bit less damage.
Then again, the power progression for defenders is nice, getting everything important at level 32, whereas the corruptor has to wait until 38 (and can't pick PB at 35 unless Slowed Response is delayed to 41).
Hmm. Choices, choices. It was easier when Fire Blast had that brokenly slow 1.848s animation (which it technically still has, but I21.5 can't be far away).
Also, corruptors have a scourge-tastic rain of fire.
I'm guessing Linea toggles Farsight on in Mids. 45% - 32.7% = 12.3%, which is the boost PB will give to defender Farsight out of the box. |
I was pseudo-soft capped vs +1 on SO at such an early level it's just not funny. Granted, I built for defense first, offense second. I'm still on a mostly SO build and I'm perma-soft-cap + debuffs at 50. Defensively it's nice, I don't even carry that many BFs, since defense is so high. However, I'm really gonna miss Rebirth. I also miss the -regen. I really feel Traps is the better offensive set, but Time is going to support the team better while still being very much an offender.
I took DP, for concept reasons, and because I was looking at endurance profiles and DPE. Honestly, I just can't afford the endurance burn Fire Blast would cost me, at least not yet. If you go Fire Blast, you will really need to look hard at Cardiac, Vigor, Base Empowerments, or the like, as well as the accolades. I don't have any alpha or accolades yet.
Also, my in-game defense numbers are a tad higher than I had expected, I'm almost wondering if PBU boosts defense more than what mids reports. Mids did have the cast time of one of the PB PBU powers wrong, so I'm wondering about the rest of the numbers, or maybe I just enhanced better than expected while still on SOs and Generics.
I definitely prefer the power progression for Time as a Defender. There's some serious congestion in the 30's on the Corruptor version, and I like what I can do malfactored better from a support standpoint.
My number one gripe is that defender Rain of Fire is "fixed" while the Corruptor version is not. At least they "unfixed" Fire Blast (the power) for Defenders.
Here is my modification of Rift's build. It posts better numbers in most areas without sacrificing defense or recharge. One change is that I don't take a travel power (Ninja run is fine, I find). I also take Assault to globally buff team's damage.
http://www.cohplanner.com/mids/downl...1CFF0560D2BDE3
I want to make a Time Manipulation AT. First, I played a Fire Control/Time Troller to lvl 33. It is fun to play but realized while and during the battle with a mob it is lacking something. If is a bit clickity at lvl 33 but I do imagine that when it is fully IO'd at lvl 50, the mezzing durations will last a bit longer due to IO set bonus buffing but still it was lacking some burst damage (although Fire Control maybe the most damage doer in the Controller primary IMO).
So, I made a Time Manipulation Defender with Fire Blast but I haven't played it yet past very low levels. But I belive this will have what I am looking for or what it is missing form the Controller counter part.
Here is the ideal build!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Medusa's Hell Time 2: Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Fire Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Time Crawl -- (A)
Level 1: Flares -- (A)(3)(11)(34)(50)
Level 2: Temporal Mending -- (A)(13)(13)(43)(46)
Level 4: Time's Juncture -- (A)(9)(9)(11)
Level 6: Hasten -- (A)(7)
Level 8: Distortion Field -- (A)(15)(39)(48)
Level 10: Rain of Fire -- (A)(46)(48)(48)(50)
Level 12: Combat Jumping -- (A)(36)(50)
Level 14: Super Speed -- (A)(15)(31)
Level 16: Time Stop -- (A)(17)(17)(40)(43)
Level 18: Farsight -- (A)(19)(19)(25)(40)(40)
Level 20: Aim -- (A)(21)(21)(23)(25)(39)
Level 22: Super Jump -- (A)(23)
Level 24: Boxing -- (A)
Level 26: Tough -- (A)(27)(27)(37)(37)
Level 28: Blaze -- (A)(29)(29)(34)(37)
Level 30: Slowed Response -- (A)(31)(31)
Level 32: Chrono Shift -- (A)(33)(33)(33)(34)
Level 35: Weave -- (A)(36)(36)
Level 38: Stealth -- (A)(39)
Level 41: Dominate -- (A)(42)(42)(42)(43)
Level 44: Mind Over Body -- (A)(45)(45)(45)(46)
Level 47: Invisibility -- (A)
Level 49: Phase Shift -- (A)
Level 50: Cardiac Core Paragon
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 2: Swift -- (A)
Level 2: Health -- (A)(7)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(3)(5)(5)
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 1: Vigilance
Level 2: Rest -- (A)
Level 4: Ninja Run
------------
Set Bonus Totals:
Now, I do have other questions! /Fire Blast for Defenders may be the most damage doer but, is it a well syncranize secondary for damage with Time Manipulation? I too considered /Sonic Blast and /Radiation Blast. /Sonic Blast has a base of 20% resistance debuff per some attcks and Radiation Blast a variety of based-percentages that debuffs defense per some attacks while /Fire Blast is just .. well straight fire damage. Because of the values of debuffs, will /Sonic & /Rad Blast out-damage Fire Blast?
My playstyle is mostly solo so I may have skipped a few team buffs (that may change later on while I can consider replacing a few travel powers with other options available in the market.
Thanks in advance!
Helluva Goon!!!
Those that were brand-new to the old-zone had no idea of the slaughter that awaited them. Those that dwelled within it awaited them. Those who lived within it achieved victories upon losses. Those that were tougher than most taunted for the weak. Those who attacked from a distance were witted to keep afar. Those who desired to win enhanced the necessary. Teamed diversity earned respect. Those that cried ... begged for change (I-13).